More work on Pre-Processing of scheduled sequences
Re-Enable Profiles!
Merge branch 'master' of https://github.com/sall/vixen
- Sanity checking on FMOD to catch error during scheduled show.
- Added crazy logging to the scheduler
- Scheduler log screen was annoying me... the listbox resizes properly now.
One way to beat the sequence pauses.  It turns out once the sequence 'hangs' the timer loop in SequenceExecutor.cs was still running.  However, the TimingSource.Position was 0 in the test in _IsEndOfSequence.  This change treats a position of 0 there as an additional end condition. In addition, I added a Sleep(100) in _Play to make sure we don't hit the 0 at startup.
changed the project target platform to be x86
Merge remote-tracking branch 'remotes/jeff/master' into mergeall2
Added menu items to the sequence editor to show and hide the Effects and Marks floating windows.
Merge remote-tracking branch 'remotes/derek/master' into mergeall2
Merge remote-tracking branch 'remotes/jeff/master' into mergeall2
fix merge of Jeff's stuff to mine (leave only Jeff's delay in _Play)
Clicking on nothing in the effect tree caused a fault and now it doesn't.
Shows can now run overnight.
Sprinkle speculative synchronization throughout this class to try and eliminate the gpf of unknown origin.
Merge remote-tracking branch 'remotes/derek/master' into mergeall2
Not sure this is enough, but I synchronized all the important entrypoints in FmodInstance.cs.  Running for 20 mins so far (which proves nothing), but checking it in just in case anyone else wants to try it.
Revert "Sprinkle speculative synchronization throughout this class to try and eliminate the gpf of unknown origin."

This reverts commit a7476c2c9edddb22538896c985883e595a370e01.
Revert "Not sure this is enough, but I synchronized all the important entrypoints in FmodInstance.cs.  Running for 20 mins so far (which proves nothing), but checking it in just in case anyone else wants to try it."

This reverts commit b058f79a7e22a79d52a277ca4e860596ec7c6111.

Will take Jeff's instead
Take Jeff's fmod fixes
Add x64 Build target